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Cardfight Vanguard JCG Discussion

Axle

Posted 22 March 2012 - 03:39 PM

Axle

oh

Loyalist

4342 posts

This thread is for the discussion of the Japanese Cardfight!! Vanguard game. That means if you play with the Japanese cards at your locals, or just play on Cardfight!! Capital without caring about whether cards are English legal or not, this thread is for you. This thread is the successor to the very popular original Cardfight!! Vanguard thread on DGZ which had over 1500 posts generated in very few months. http://duelistground...pic=133003&st=0

Where to play online: http://www.byond.com...ardfightCapitalRegister on this site (BYOND), download the BYOND client and go back to the original linked URL. Click play now at the bottom and you're in. Once you enter the screen double click the shown image left of the chat to enter the game. Once in the game click the question mark circle icon for help on how to play and manage the deck editor.

All Sets and Promos are legal for discussion in this thread because this is not YGO and TCG exclusives do not exist at the moment. A description of the following clans are here:

Pale Moon: This deck uses "the soul" in the best way. It doesn't share too many cards with other clans because of how different the deck is. They shuffle cards into and out of the soul and manipulate it to make the battle phase much longer than just three attacks. Their loop combo with 2 Purple Trapezoid is really scary and can easily put you in a shitty situation if you don't stop it from happening in the first place. It's one of the most technical decks in the game and is hard to compare to any other deck.Granblue: Basically the only deck where the strategy doesn't revolve around the grade 3. Granblue grade 3s are shitty but they make up for it with the unique ability to turn any grade 1 or 3 into a grade 2, and turn any grade 0 or higher into a grade 1. With 3-4 cutlass and Banshee the deck has a surprising about of draw power. They're kinda like zombies (well they are zombie pirates..)http://cardfight.wik...ptain_Nightmisthttp://cardfight.wik.../Samurai_Spirithttp://cardfight.wik...on_Skull_Dragon

Neo Nector: The Gladiator Beasts of the game. They call stronger units from the deck once they get hits in and eventually trade the stronger units into advantage when they turn the grade 3 into 2 2s. You can't just keep blocking their units or you're going to run out of cards fast and you'll have trouble with their 11k vanguard with a on hit persona blast.http://cardfight.wik...f_Trailing_Rosehttp://cardfight.wik...f_Harvest,_Gene

Dark Irregular: This deck is heavy based on the soul too. Unlike Pale Moon it isn't focused on individual card names in the soul, but power in numbers. This deck mills the top to the soul in order to power up their abilities. I used to think they weren't that good but then I saw the No Life King builds. That card is scary. Once they hit the 5 damage mark NLK Death Anchor is going to hit 23k every turn and 2 crit without a boost or trigger! Add a 7 or 8k boost and he's hitting over 30k! Triggers will also increase his power to unreal numbers. The opponent will have to use null guards every time you activate his ability or they're going to be hit really hard. But counting the 1 draw per turn, 5 cards discarded from the top of your deck from Death Anchor and twin drive, the Dark Irregular player is losing 8 cards from the top of his deck every turn and will deck out. The best way to play against this deck is to save all null guards and block all damage BEFORE they reach 5 damage and Death Anchor. If the Dark Irregular player places rear guards before he has 5 damage, go after those first. The Dark Irregular player can counter this by playing it slowly with Death Anchor even if you have 5 damage and using his power house ability once they're low on cards. If you don't play that way you will likely get decked out if they know how to play against your deck. Of all the ygo decks Dark Irregular (especially the Anchor version) is somewhat like Lightsworn.http://cardfight.wik...g,_Death_Anchorhttp://cardfight.wik...l_Marquis,_Amon

Royal Paladins: Power in numbers on the field. This clan gets stronger the more units they have called to the field and has many ways to use counterblast to generate advantage back. Being the main characters deck they have many different strategies and options. Can't think of what this deck is like right now.http://cardfight.wik...l_Savior_Dragonhttp://cardfight.wik...Knights,_Alfred

Kagero: Operation fuck over your opponents strategy. The deck focuses on lowering your opponents rear guard options with Goku, Kinnala, Gatling Claw and Berserk Dragon. Another way to play the deck after set 5 is Dragonic Overlord The End beatdown. Kinda like whatever the hottest destruction deck in ygo is on the streets.http://cardfight.wik...ragon_Monk_Gokuhttp://cardfight.wik...verlord_The_End

Oracle Think Tank: Draw whore deck. Because they can draw so much they always have a huge hand size and can create a solid defense for almost any attack. The deck focuses highly on hitting a special number of cards in their soul (6) and combination of cards(all 4 tsuku). In order to get a full power Tsukuyomi the deck needs all 4 forms from grade 0 to 3. Easier than you'd think thanks to the fact that you're running 4 copies of each and can check the top 5 cards of your deck each ride. Once you reach Tsukuyomi Full Moon you're going to be getting 4 draws(only a +2 because you have to return 1 card to the soul every time you draw 2) and 6 if you hit a heal trigger. It also has CEO Amaterasu and Cocoa to remove the luck factor of trigger checks. Can't think of a ygo deck they're like right now. They have an average offence and a strong defense. Uh..Counter Fairies except good?http://cardfight.wik...i/CEO_Amaterasuhttp://cardfight.wik...dess,_Tsukuyomi

Nova Grappler: Re-Stand! This deck is the biggest powerhouse beatdown deck in the entire game. The most popular build focuses on Stern Blaukruger. If your opponent ever lets you get a Stern Blaukruger hit through without a null guard they're going to be taking a lot of damage. Especially if you hit a critical trigger off his drive check. It's like um..um..crap I'll edit in more ygo decks later I'm going to drop that idea for now. Also they're fucking gundams.http://cardfight.wik...tern_Blaukrugerhttp://cardfight.wik...ki/Asura_Kaiser

Nubatama: Not a complete clan yet. It focuses on discarding cards from the opponents hand when they have more cards than you. Introduced in set 1 but it never got triggers to become a complete deck and for now is scrapped and isn't finished even after 4 sets because Bushiroad noticed the game isn't ready for a discard clan yet.http://cardfight.wik...on,_Dreadmasterhttp://cardfight.wik...gon,_Voidmaster

Spike Brothers: Return units to the deck to call stronger ones from your hand or even your deck. Most attacks are -1s when they start hitting hard but because damage = advantage in cardfight, they keep viable. General Seyfried is their main vanguard which turns grade 3 drive checks into more units to attack with.http://cardfight.wik...eneral_Seyfriedhttp://cardfight.wik...gernaut_Maximum

Tachikaze: Another beatdown deck. The only deck other than Granblue that can retrieve cards from the drop zone right now. They have some of the strongest base units in the game but require monster destruction to attack. Some cards in the deck are returned to the hand when destroyed at a counterblast cost which allows the deck to stay competitive. The main problem is there are decks that can achieve the level of beatdown they do and have better support.http://cardfight.wik...yrant,_Deathrex

Megacolony: Bug archetype. The best build is the machining megacolony decks that focus on riding Machining Stag Beetle and then pulling 2 units out of your soul onto the field. After that Machining hits hard for that turn.http://cardfight.wik...ning_Stagbeetle

Dimensional Police: Gains a certain on hit effect once it reaches a level of power. These effects include: Stand a unit, draw a card, gain 1 critical to this unit, etc. Note that the Police must hit the power BEFORE they are boosted by a grade 1 or 0 in order to gain their special effects. This is because boosting is not at the very start of the attack step like their abilities. You must use other cards from the clan in order to reach the power needed. http://cardfight.wik...ki/Enigman_Rainhttp://cardfight.wik...i/Enigman_Storm

Bermuda Triangle: The clan is based on vanguards/rear guards that activate abilities when they are called, or when they are returned to the hand. The deck has supporting abilities that will return cards to the hand http://cardfight.wik...:_Diva_Festival

GotCaughtGG

Posted 22 March 2012 - 07:00 PM

GotCaughtGG

DGZ's Executive Vice President of Talent Relations

Duelist

4412 posts

First, you and your Triangles can go burn.

Secondly, I think RP ratios don't work all to well with Bermuda. I would rather just go 8/4/4 in this deck or go 4/4/4/4 with stands. Hell. 4/4/8 might even work with 8 draws giving you a lot of advantage. Definitely something worth testing imo.

Sanjura

Posted 22 March 2012 - 09:33 PM

Sanjura

Sack(ed)jura

Duelist

5842 posts

First, you and your Triangles can go burn.

Secondly, I think RP ratios don't work all to well with Bermuda. I would rather just go 8/4/4 in this deck or go 4/4/4/4 with stands. Hell. 4/4/8 might even work with 8 draws giving you a lot of advantage. Definitely something worth testing imo.

GotCaughtGG

Posted 22 March 2012 - 10:46 PM

GotCaughtGG

DGZ's Executive Vice President of Talent Relations

Duelist

4412 posts

6 crits 4 heal 6 draw. I just say RP ratios because they were the first clan to be able to do that. The deck isn't so heavily focused on damage IMO. Crit triggers are just win moar to me. Like I said I don't use Bermuda but I would use them to focus on keep the advantage and making them exhaust their resources to keep me at bay.

Sanjura

Posted 22 March 2012 - 11:15 PM

Also, are any combo units (for any clan) considered good (looking back at the sisters now, they do seem so)?

I have not tested those, but are those the ones that bounce?

6 crits 4 heal 6 draw. I just say RP ratios because they were the first clan to be able to do that. The deck isn't so heavily focused on damage IMO. Crit triggers are just win moar to me. Like I said I don't use Bermuda but I would use them to focus on keep the advantage and making them exhaust their resources to keep me at bay.

You can easily put out damage on the board with Flutes and the 11k+ VG swinging at you all the time.

im'a beetle!!

Posted 23 March 2012 - 12:00 AM

im'a beetle!!

Borobudur - Is that flavor text bro?

Duelist

4991 posts

The Rank 2, Perla, bounces 1 on vanguard hit for a Soul Blast (1) with 9k power. Rank 1, Perle, gives Perla "if hits vanguard, SB 1 and draw 1" during the turn she in placed in rearguard. So basically you just keep slashing and drawing.

Unlike Rio this combo does not need a counterblast in any part... but it does require both cards.... hmm

After looking at all of this maybe I can attempt to whip up something with my unknowledable skittles:

I'd like to play 4 of each Pearl sista but I feel that I would need some more Rank 2... idk. It seems that if I did get the Pearl combo that it would be a major distraction for my opponent as it is a continuous +1. If I get Riviere out then they have to decide between blocking her or the sistas because if they dont block her I coudl potentially go for a +10k with the sisters for a 26k power attack and a +1. Pacifica is also a distraction with its 13k power, usually.

Maybe I should cut 1 of each GRADE 1 and GRADE 2 Riviere to get the other 2 sistas? If I get the combo its a +1 each turn (if I hit) and I could have an easier time drawing into the Rivieres?

Axle

Posted 23 March 2012 - 04:17 PM

Axle

oh

Loyalist

4342 posts

Considering how much of an advantage you have over your opponent with PBD in your soul, I think you should be running 4. They'll struggle more to force that 10k-15k guard off you obviously. Also how often do you actually get the dragon in the soul? Gururubau isn't that good of a card and running another Nightmare Painter is an option.

Also people who play the Japanese card game version, what is your CFC username so I can put it in the OP?

GotCaughtGG

Posted 23 March 2012 - 06:27 PM

Axle

Posted 23 March 2012 - 09:47 PM

Axle

oh

Loyalist

4342 posts

Just saw the latest episode. Bleh, I was hoping the final battle of the season would be resolved today. Oh well. Now we know for sure they're taking the average card game route of having a world where the cards are actually real.

Posted 24 March 2012 - 01:51 AM

GotCaughtGG

Posted 24 March 2012 - 01:53 AM

GotCaughtGG

DGZ's Executive Vice President of Talent Relations

Duelist

4412 posts

Change the file type from PSD to jpg or png. Not everyone has photoshop. That is also not rendered. Rendered images have no background. And I mean no background. Just transparent. Use the wand tool + alpha channel to remove it. Excellent job though.

Posted 24 March 2012 - 08:57 AM

Axle

Posted 24 March 2012 - 09:06 AM

BT06 SET SPOILERS!! Gotta register for the site but it's damn worth it

Dragon Kaiser Vermillion can attack every unit in the front row at once...HNNNNNNNNNNNG.And BT03EN spoilers have started!

Burning Lion, Blonde ZeyerGrade 3/Gold Paladin - Human/10000 Power/No ShieldActivate (Vanguard, Limit Break 4): [Counter Blast 2 Cards] Check the top card of your Deck. If it is a <<Gold Paladin>>, call that Unit to an unoccupied Rearguard Circle, otherwise, place that card at the bottom of youer Deck. {... During this turn, this Unit gains Power equal to the Power of Units called by this effect??}Continuous (Vanguard): During your Turn, this Uni gains 1000 Power for each <<Gold Paladin>> in your Rearguard.

http://img267.images...olrbhzpqgis.jpgCaptain NightkidGrade 0/Granblue - Vampire/5000 Power/10000 SoulAuto: When you Ride this Unit with another <<Granblue>>, you can call it to a Rearguard Circle.Activate (Rearguard): [Counterblast 1 Card, Place this card in your Soul] Look at the top 10 Cards of your Deck, select 1 <<Granblue>> amongst them, send it to the Drop Zone, and then shuffle your Deck."Treasure is something for someone as great and wonderful as I to worry about! That's 'cuz I'm the captain!"

http://imageshack.us...wxzhujx14w.jpg/Deadly Sword MasterGrade 3/Granblue - Ghost/1100 Power/No ShieldAuto (Vanguard/Rearguard): If you control a non-<<Granblue>> Vanguard or Rearguard, this unit loses 2000 Power.Activate: (Drop Zone): [Select 1 Deadly Spirit and 1 Deadly Nightmare in your Rearguard Circle, retire them] If you have a Grade 2 or higher Vanguard, you can Ride this card.

http://img855.images...ykdarphrxye.jpgMaster Swordsman NightstormGrade 3/Granblue - Vampire/10000 Power/No ShieldAuto (Vanguard/Rearguard): When this Unit attacks the Vanguard, if you have a <<Granblue>> Vanguard, this Unit gains 2000 Power during this battle."It's bad to lose, isn't it, because you lose the chance to pick a really good woman."

http://img208.images...dnh8sajtin2.jpgSpirit-Eating Zombie SharkGrade 3/Granblue - Vampire/10000 Power/No ShieldAuto (Vanguard/Rearguard): When this Unit is boosted by a <<Granblue>> This Unit gains 2000 Power during this Battle."Oh ho, it looks like it doesn't care what it eats."

http://img36.imagesh...xxvtvaooz5i.jpgStormride Ghost ShipGrade 2/Granblue - Ghost/11000 Power/5000 ShieldContinuous (Vanguard/Rearguard): Restraint (This Unit cannot attack).Activate (Vanguard/Rearguard): When a <<Granblue>> of yours appears in a Rearguard Circle from the Drop Zone, this Unit loses Restraint during this turn.Auto (Vanguard): When this Unit is boosted by a <<Granblue>>, this Unit gains 5000 Power during this battle."The name is this wandering ghost ship is known all across the world."

http://img835.images...65w3avnculo.jpgSkeleton Shock Corps CommanderGrade 0/Granblue - Skeleton/4000 Power/10000 ShieldAuto: When you ride this Unit with another <<Granblue>>, call this Unit to a Rearguard Circle.Activate (Rearguard): [Counterblast 1, Place this Card into your Soul] Check the top 5 cards of your Deck for a Grade 3 <<Granblue>>, show it to your opponent, add it to your hand, then shuffle your Deck."The Commander of the Shock Corps that fears nothing. It never complains."

http://img94.imagesh...gfqnicps1dw.jpgSpirit Master of the Icy Prison, CocytusGrade 3/Granblue - Skeleton/10000 Power/No ShieldActivate (Vanguard; Limit Break 4): When this Unit attacks the Vanguard, it gains 5000 Power during this battle.Auto: [Counterblast 2 Cards] When this Unit appears in the Vanguard Circle, you can pay the cost. If you do, target 1 <<Granblue>> in your Drop Zone, Call that Unit to a Rearguard Circle."Awaken, sinner of hell! Cocytus Servant!"Note: Cocytus is the icy lake that lies on the 9th circle of Hell in Dante's Inferno.

http://img442.images...ucvr79kzjsm.jpgThe Lightning Flash DjinnGrade 3/Narukami - Demon/10000 Power/No ShieldContinuous (Vanguard/Rearguard): This Unit cannot attack Rearguards.Auto: (Vanguard): When this Unit attacks, it gains 4000 Power during that Battle.Auto (Rearguard): When this Unit attacks, if you have a <<Narukami>> Vanguard, this unit gains 2000 Power during this battle.

http://img88.imagesh...uublo8esjgc.jpg????? Djinn ??????Grade 2/Narukami - Demon/8000 Power/5000 ShieldContinuous (Vanguard/Rearguard): This Unit cannot attack Rearguards.Auto: (Vanguard): When this Unit attacks, it gains 4000 Power during that Battle.Auto (Rearguard): When this Unit attacks, if you have a <<Narukami>> Vanguard, this unit gains 2000 Power during this battle.

http://img193.images...kdindz2nwb6.jpgThe Lightning Fast DjinnGrade 1/Narukami - Demon/6000 Power/5000 ShieldContinuous (Vanguard/Rearguard): This Unit cannot attack Rearguards.Auto: (Vanguard): When this Unit attacks, it gains 4000 Power during that Battle.Auto (Rearguard): When this Unit attacks, if you have a <<Narukami>> Vanguard, this unit gains 2000 Power during this battle.

http://img221.imageshack.us/img221/3082 ... 4gq56i.jpgLizard Soldier YoushiGrade 1/Narukami - Dragon Man/6000 Power/5000 SieldAuto (Vanguard/Rearguard): [SB1] When this Unit attacks, if you have a <<Narukami>> Vanmguard, you can pay the cost. If you do, this Unit gains 3000 Power during this Battle.

http://img402.imageshack.us/img402/5923 ... doxzxg.jpg???Grade 1/Granblue - Ghost/6000 Power/5000 ShieldAuto (Vanguard/Rearguard): [Target 1 card in your hand, discard it] When this Unit attacks, you can pay the cost. If yudo, this Unit gains 4000 Power during this battle.

http://img827.imageshack.us/img827/9167 ... 9mwnps.jpgGhostly Pirate of the Freezing NightGrade 2/Granblue - Ghost/8000 Power/5000 Shield{Auto (V/R): When this Unit attacks, if you have more cards in your hand than your opponent, during this battle, this Unit gains 3000 Power.}

http://img6.imagesha...6e71decocaw.jpgSilver Fang WitchGrade 1/Gold Paladin - Human/5000 Power/5000 ShieldAuto: [Soul Blast 2 Cards] When this Unit appears in the Rearguard Circle, if you have a <<Gold Paladin>> Vanguard, you can pay the cost. If you do, draw 1 card.

http://img195.imageshack.us/img195/2059 ... gvxhdg.jpgBeast Spirit Scarlet BirdGrade 1/Nova Grappler - ?/6000 Power/5000 ShieldAuto (Vanguard/Rearguard): When this Unit's Attack hits the Vanguard, if you have a <<Nova Grappler>>, you can look at the top 5 cards of your Deck, search for 1 "Beast Spirit Azure Dragon", add it to your hand, and then place the remaining cards at the bottom of your Deck in any order.

im'a beetle!!

Posted 26 March 2012 - 11:52 PM

im'a beetle!!

Borobudur - Is that flavor text bro?

Duelist

4991 posts

Am I the only who is waiting for the cards to come out in ENG?

I'd wait for the cards to come out but atm I could give a shit about anything other than Bermuda. lol I don't know anything about the other decks besides Kagero trial and what I've played against irl. Besides, it won't be until at least November for Banquet to come out in English...

btw, cfc ign is Gandora the Dragon... i still havent played yet. My avoidance is kicking in hard

I just kinda ignored it because I haven't tested set 6 GB at all and decided to leave theory behind and let deck testing take the front seat whenever CFC updates with the cards. The randy Nightstorm seems weird, maybe a 4th Deadly Swordmaster over it. Cut a Commodore for the 4th Spirit too. I know Commodore > Spirit but you gotta get that superior ride consistency if you're gonna run that. I would 100% run the draw trigger in this deck over stands because of how you can turn in hand draw triggers from actually drawing it/drive checks into grade 2s/1s making the downsides of draw triggers almost non existent.

Another reason I can't help you is because the soul is iffy. With Basskirk no longer your vanguard charging soul is ging to be very limited in a duel and I'm not sure how you can pay for your cutlass and both deadlys in one duel when you run so many. I'd start by cutting Cutlass for now because it doesn't seem to be needed and then going back to it if the Deadly cards end up meh or you do have extra soul. If you cut Nightstorm and are playing English format then cut the Dandy Romarios for Samurai Spirits because that 8k literally does nothing in this deck if it's not running Basskirk or 8k grade 2s.

Another thing I'm unsure of is since the superior ride is more consistent With Nightkid and draw triggers, if you do run the superior ride at all should you do the exceed build simply because it does charge the soul for cutlass and those deadly cards?

@Gagaga: My build is Pacifica focused because holyshit she's one of the best Vanguards in the game rivaling Amaterasu/Tsukuyomi goodness. but I heard a Raindeer build got 3rd in a 70 person event in Japan. I'll comment more later I guess.

Mr. Jank

Posted 27 March 2012 - 10:15 AM

Mr. Jank

You've Activated My Trap Card!

Duelist

768 posts

I see what youre sayin. I guess once I come up with what grade 3's I want to run the rest should kinda fall in place.
You said earlier Cocktease is staple. because of all the new grade 3's is baskirk just outclassed atm..or?